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(NES) Goji's NFL Tecmo Super Bowl LII (2.4) +


gojiphen malor

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7 hours ago, gojiphen malor said:

10.9.1 is up!

- Player rating and depth chart adjustments. ~ Maverick209

- More offenses changed to 3-WR.

- Players Added :

    Bills - RB, joe BANYARD

    Dolphins - K, cody PARKEY, CB, xavien HOWARD

    Jets - TE, will TYE, S, marcus MAYE, LB, jordan JENKINS, TE, eric TOMLINSON

    Browns - DE, emmanuel OGBAH, DT, trevon COLEY, LB, joe SCHOBERT

    Ravens - DT, michael PIERCE, LB, matt JUDON

    Colts - RB, matt JONES

    Texans - LT, chris CLARK, CB, kevin JOHNSON, S, andre HAL, S, corey MOORE

    Jaguars - DT, abry JONES, WR, dede WESTBROOK, TE, j O.SHAUGHNESSY    

    Titans - WR, eric WEEMS

    Broncos - S, will PARKS

    Chiefs - RB, c.j. SPILLER

    Chargers - LB, korey TOOMER, WR, tyrell WILLIAMS

    Redskins - NT, stacy MCGEE

    Giants - QB, geno SMITH, RB shane SMITH

    Bears - RB, tarik COHEN

    Packers - TE, l. KENDRICKS, G, jahri EVANS, DE, dean LOWRY, 

    Buccaneers - S, t.j. WARD, S, chris CONTE, G, kevin PAMPHILE, LB, devante BOND

    Saints - TE, m. HOOMANAWANUI

    Falcons - DE, c. UPSHAW, LB, d. CAMPBELL, G, ben GARLAND

    Panthers - QB, brad KAAYA
    Rams - T, jamon BROWN, DE, e. WESTBROOKS

    Seahawks - T, isiah BATTLE    

    Cardinals - P, andy LEE, CB, justin BETHEL, G, evan BOEHM

TACO.jpg

 

cue the exodus of Ray Shayne, bray

HTTP2ZjMDguZGV2aWFudGFydC5uZXQvZnM3MC9mL

(placed on IR.)

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10.9.2 is up!

- SET Commands Added :
    
Use START instead of B button to throw lob passes
    Bruddog's Moving Grapple / Push-Pull Hack

 

- Players Added :

    Bills - QB, nathan PETERMAN

    Patriots - LB, marquis FLOWERS 

    Jets  - LB, bruce CARTER, QB, bryce PETTY
    Dolphins - G, anthony STEEN

    Broncos - S, justin SIMMONS

    Cardinals - G, alex BOONE

 

D.FREEMAN.jpg

Edited by gojiphen malor
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  • Knobbe pinned this topic

Played thru a few season sims on SKP, and the game has nice balance for passing, receiving, sacks, and interceptions. However it looks like RBs are MASSIVELY overpowered in this version. Each season has 5-10 rushers with 2,000-yard seasons, and 10-15 RB with 20+ touchdowns. RB attributes are completely mis-calibrated. Consider lowering SPD and HP by a full unit or even two across the entire crop of RB to achieve more accurate balance. For example LaGarrette Blount instead of 56-69-44-81 have him be something like 38-69-31-81 or 25-69-38-81 because he's fat and slow and takes awhile to get going. Or like LeSean McCoy instead of 63-69-63-44 have him be something like 69-69-56-25 because he is more quick than fast, and also not much of a tackle breaker.

 

Aside from that, everything looks great. This is a very good version

Edited by pjfoster13
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53 minutes ago, pjfoster13 said:

Played thru a few season sims on SKP, and the game has nice balance for passing, receiving, sacks, and interceptions. However it looks like RBs are MASSIVELY overpowered in this version. Each season has 5-10 rushers with 2,000-yard seasons, and 10-15 RB with 20+ touchdowns. RB attributes are completely mis-calibrated. Consider lowering SPD and HP by a full unit or even two across the entire crop of RB to achieve more accurate balance. For example LaGarrette Blount instead of 56-69-44-81 have him be something like 38-69-31-81 or 25-69-38-81 because he's fat and slow and takes awhile to get going. Or like LeSean McCoy instead of 63-69-63-44 have him be something like 69-69-56-25 because he is more quick than fast, and also not much of a tackle breaker.

 

Aside from that, everything looks great. This is a very good version

 

Thanks for the input and glad you are enjoying our version of the game. We're actually going to look at some SIM numbers here in a bit for the next revision. We wanted the game to be fast and play fast, and the ratings were set with this vision in mind. Adjustment of the SIM numbers should make for more realistic season totals, we're hoping.

Check back soon:)

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Quote

We wanted the game to be fast and play fast, and the ratings were set with this vision in mind.

 

Yeah that completely makes sense in that context. It looks like the offensive lines are mostly quite strong in this version and that's cool, so with that in mind the RBs themselves do not necessarily need to be so good.

 

Dialing them down provides the user more in-game opportunity to use his/her own personal running skills for weaving thru defenders to create those big gains, as opposed to every team simply having a guy who can house it on every play in a straight line Bo-Jackson-style. As a corollary, user gets tackled more often on the way to grinding out more 1st downs which is a more realistic experience overall. But to re-state above the QB/WR/DB calibration looks very good and the top of the passing range is well-controlled from that perspective, so kudos to you and thanks for the response!

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16 minutes ago, pjfoster13 said:

 

Yeah that completely makes sense in that context. It looks like the offensive lines are mostly quite strong in this version and that's cool, so with that in mind the RBs themselves do not necessarily need to be so good.

 

Dialing them down provides the user more in-game opportunity to use his/her own personal running skills for weaving thru defenders to create those big gains, as opposed to every team simply having a guy who can house it on every play in a straight line Bo-Jackson-style. As a corollary, user gets tackled more often on the way to grinding out more 1st downs which is a more realistic experience overall. But to re-state above the QB/WR/DB calibration looks very good and the top of the passing range is well-controlled from that perspective, so kudos to you and thanks for the response!

 

Will do some more play testing and see what we come up with. Our concern is that slowing the backs down might make the running game a non-factor in the juiced-plus, and even the juiced version late season. The defenses in those cases don't play around lol.

 

Anyways, here is an 11.0 teaser with the new SIM ratings. It's a bit less inflated now hopefully. Cook had an incredible year, but got ALOT of carries also.

SIM Update.jpg

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1 hour ago, pjfoster13 said:

Played thru a few season sims on SKP, and the game has nice balance for passing, receiving, sacks, and interceptions. However it looks like RBs are MASSIVELY overpowered in this version. Each season has 5-10 rushers with 2,000-yard seasons, and 10-15 RB with 20+ touchdowns. RB attributes are completely mis-calibrated. Consider lowering SPD and HP by a full unit or even two across the entire crop of RB to achieve more accurate balance. For example LaGarrette Blount instead of 56-69-44-81 have him be something like 38-69-31-81 or 25-69-38-81 because he's fat and slow and takes awhile to get going. Or like LeSean McCoy instead of 63-69-63-44 have him be something like 69-69-56-25 because he is more quick than fast, and also not much of a tackle breaker.

 

Aside from that, everything looks great. This is a very good version

 

When offensive players have 69RP (RP = acceleration) RS has a very tiny impact and basically speed determines everything at that point. The other issue with tecmo is when you make 45 degree cuts you don't lose any speed at all. 

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4 minutes ago, bruddog said:

 

When offensive players have 69RP (RP = acceleration) RS has a very tiny impact and basically speed determines everything at that point. The other issue with tecmo is when you make 45 degree cuts you don't lose any speed at all. 

 

Do you recommend this, Bruddog? ;)

 

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Ya I never fully tested it in man vs man games so not sure how it would play out.

 

If not wanting to use that hack, the other option is to give variable RP to players. Giving them something like 38RP or less makes you notice how long it takes to get to their full speed. 

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8 minutes ago, gojiphen malor said:

SIM Update.jpg

 

Good point about the juiced and juiced+, I only did a few on the regular version so I'm missing that context also. I will comment that the re-calibration in the image above is producing YPC in the 7-10 range that you do see on the original version, so your changes did indeed re-calibrate YPC downwards towards tecmo-standard.

 

Overall production becomes about carry volume (which playbook composition factors into considering 4x1-carry vs 2x2-carry. Original sim only produces ~120-160 carries for top backs instead of ~180-250, so maybe for a guy like Forte throw him into a 2x2 combo with Powell, and for a guy like Cook maybe switch them from a 1-3-1 to a 2-2-1 and add in Latavius Murray as the 2+2 to split up their volume, or re-calibrate Vikings offense towards a more short-pass-heavy West-Coast-style in the hidden

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2 minutes ago, bruddog said:

Ya I never fully tested it in man vs man games so not sure how it would play out.

 

If not wanting to use that hack, the other option is to give variable RP to players. Giving them something like 38RP or less makes you notice how long it takes to get to their full speed. 

 

Very much appreciate your input. We'll look at the hack or change numbers around to see what ends up making it the most fun!

Thank you!

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11.0 is up!

- Schedule :

    *Week 1 Buccaneers @ Dolphins moved to Week 11 ~ (Prayers to our friends and family in Florida. Stay Safe!)

    *Weekly Schedule Dates changed to reflect Thursday Night Football Schedule & will no longer be random

 

- Player rating, SIM attribute, jersey number, and depth chart adjustments

  (BC\Ball Control overpass on all offensive players) Less fumbles from some star players

 

- SET Commands Added : 

*(NEW) Prevent schedule from being random (Standard Version / Juiced Version / Juiced Plus Version)

*(NEW) QB throws ball instead of taking sack and runs less (Juiced Version / Juiced Plus Version)
 

- AFC NFC Pro Bowl Depth chart and Uniform Colors changed.

 

- Players Added :

    Patriots - T, marcus CANNON

    Jets - C, wesley JOHNSON, T, brandon SHELL

    Bengals - G, trey HOPKINS

    Colts - G, j. VUJINOVICH, T, denzelle GOOD

    Chiefs - LB, dee FORD, CB, t. MITCHELL, WR, jehu CHESSON, G, bryan WITZMANN

    Raiders - TE, lee SMITH

    Packers - P, justin VOGEL

    Panthers - WR, damiere BYRD

    Seahawks - LB, terrence GARVIN

 

BRADY2.jpg

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8 hours ago, oilertitanfan said:

Thank you for the awesome game update! Can I ask if you could possibly please look at the Titans uniforms. They are gray/white in game and would really like to see them be white/light blue. Thanks

 

You are very welcome :)

I will have a look at their uniform usage. Gave them a grey alternate to keep them from being confused with the chargers, bills, dolphins.. all white went to the colts alt uniform. I will have a look.

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4 hours ago, ECW Ravens said:

Hey goji. You probably remember me from telling u about the ravens uniforms in one of the updates. You think you can have a look at the Ravens unis again? Some games, they wear a light purple.  Thank you. Great game btw

 

Thank you. Glad you are enjoying it. 

Here is what I have the Ravens uniforms set to now. I really did want to use some sort of alt uniform for each team to keep some variety, but am open to suggestions.

Ravens.jpg

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11.2 is up!

- Uniform usage and color changes

- Player rating, depth chart, and SIM ratings adjusted

- Players Added :
    Colts - WR, chester ROGERS    

    Jaguars - WR, arrelious BENN
    Chiefs - RB, c.j. SPILLER
    Raiders - K, g. TAVECCHIO

 

ROGERS.jpg

Edited by gojiphen malor
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11.4 is up!

 

- SET Commands Added : 

*(NEW) Directional Punts  ~ press UP or DOWN while punting to angle your punt.  (Standard Version / Juiced Version / Juiced Plus Version)


- Dynamic Color Changes    
   Players will now stand out more on the field


- Players Added :

    Texans - RB, tyler ERVIN (c. FIEDOROWICZ IR)
    Eagles - K, jake ELLIOTT (c. STURGIS IR)

    Bears - LB, n. KWIATKOWSKI (j. FREEMAN IR)

    Lions - P, jeff LOCKE (s. MARTIN NFI, k. REDFERN IR)

    Cardinals - RB, chris JOHNSON (d. JOHNSON IR)

 

*Opening day Versions also updated with new SET Command.

 

COOK.jpg

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